//////////////////////////////////////////////////////////////////////////////////////////////
//	File			:	"PrecisionGauge.h"
//
//	Author			:	Mike Davis, Matt Stover, James Thornton, Keith Webster
//	
//	Project			:	TacWars
//
//	Last Modified	:	11/6/2013
//
//	Purpose			:	
//
//////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "../StateMachine/IGameState.h"
class Entity;
class Cursor;

class PrecisionGauge : public IGameState
{
public:
	static PrecisionGauge* GetInstance();

	virtual void Enter();
	virtual void Exit();						
	virtual bool Input();					
	virtual void Update( float fElapsedTime );	
	virtual void Render();
	
	
	void Stop();
	int GetHPDamage() { return hpdmg; }
	int GetLPDamage() { return lpdmg; }
	

private:
	PrecisionGauge( void );
	virtual ~PrecisionGauge( void );
	PrecisionGauge(const PrecisionGauge&);
	PrecisionGauge& operator= (const PrecisionGauge&);

	enum PGSTATE {RUNNING, CHOOSE, CRIT, CHOSEN};

	PGSTATE state;
	float HPBar, LoyaltyBar, incrementor1, incrementor2, fElapsedTime, diff, displayTimer;
	Entity* target;
	Cursor* atkCursor;
	int sWidth, sHeight, Hp1, Hp2, Lp1, Lp2, hpdmg, lpdmg, atkcursorID, cursorspot;
};